what's going on with the random AA? Go back to the contours of the sprite and try to smooth out the transition from colour to black more uniformly, while avoiding blurryness or the breaking effect. I know it's hard, AA is hard, computers do it better, but broken AA is even worse. Right now, at 1x zoom things are ok, I guess, but Pixel Art is artwork designed to a high degree of pixel-level intent. (god, I love the wiki) so when I zoom in, it's full of arbiterate placements and 'errors' in the aa. It's awfully close to pillow-shading in places, although I can understand the art style, so I guess a more centralized lightsource might be a good idea. I'd lighten out on the buffering of some of the detail work. Too heavy right now.